Mobile Suit Gundam: Gundam vs. Zeta Gundam Walkthrough :

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Walkthrough - FAQ

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Mobile Suit Gundam: Gundam Vs Z Gundam Faq/Un-official Guide written by
PK Man
Email: pk_man2000@hotmail.com
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any
other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.
News:
Nov.14,05
Just added the characters' names in Katakana.
Sep.23,05
Arcade mode walkthroughs completed. This FAQ is pretty much complete. Sorry
it took this long.
Aug.23,05
Collection mode completed. Also made some changes to UC mode.
Jul.04,05
Added more details on how to unlock some of the special scenario routes in
UC mode.
Jul.02,05
Arcade mode AEUG side completed.
May 16,05
UC mode completed.
Mar.23,05
Survial mode and UC mode AEUG side completed.
Feb.17,05
Options and Tier List completed. Also made some minor changes.
Feb.07,05
Added listed steps for getting ZZ Gundam and Route G.
Feb.05,05
MA list, VS Battle, and Training completed. This game will get a North
American release this summer, in case there are still people who doesn't
know.
Jan.25,05
This guide is still under construction. More updates will be coming soon.
TABLE OF CONTENTS
1. Intro
1a Abbreviations
2. Gameplay
2a How to play
2b Battle Gauge System
2c Radar
2d Awaken System
3. MS List
3a AEUG
3b EFSF
3c Titans
3d Zeon
3e Tier List
4. MA, Character, and Stages List
4a AEUG/EFSF MAs
4b Titans/Zeon MAs
4c Playable Characters
4d List of Stages
5. Strategies
5a General Tips
5b Playing VS
6. Arcade
6a. AEUG/EFSF walkrthrough
6b. Titans/Zeon walkthrough
7. VS Battle
8. U.C. Mode
8a. AEUG
8b. Titans
8c. Axis
9. Survival
10. Training
11. Replay
12. Collection
13. Options
14. Secrets
(Wanna know how to get ZZ Gundam? Then read this section!)
IMPORTANT: In Japanese games, the O button is enter and the X button is
cancel, which is different in North American games. Also, anytime
in the game, you can manually restart the game by pressing
L1+L2+R1+R2+Start+Select simultaneously.
This FAQ is written based on the JP version of Mobile Suit Gundam: Gundam VS
Z Gundam.
==============================================================================
1. Intro
==============================================================================
Mobile Suit Gundam: Gundam Vs Z Gundam is the latest sequel
to the very popular Mobile Suit Z Gundam: AEUG vs Titans and Mobile Suit
Gundam: Federation vs Zeon DX. New features
include U.C. mode, in which you can follow routes of characters from the game
and alter history by meeting certain criterias, such as letting Four survive
when playing on Kamille's route.
North American players: AEUG vs Titans was released only in Japan
and there's no point in releasing it in here because Gundam Vs Z Gundam
has everything AEUG vs Titans has and more.
------------------------------------------------------------------------------
1a Abbreviations
------------------------------------------------------------------------------
The following are abbreviations used in this faq. Refer to this when you
don't understand a particular abbreviation.
MS = mobile suit
MA = mobile armour
AEUG = Anti Earth Union Group
EFSF = Earth Federation Space Force
UC = universal century
OYW = One Year War
FvsZ DX = Federation vs Zeon DX
AvsT = AEUG vs Titans
AvsT DX = AEUG vs Titans DX
GvsZ = Gundam vs Zeta Gundam
The names of the games can be a bit confusing. AvsT is the sequel to
FvsZ DX, but the arcade and ps2 version of AvsT is slightly different.
Arcade version of AvsT is missing a several MSs from the ps2 version.
AvsT DX was later released to include new MSs that were missing in the arcade
version of AvsT. There was no point in making the ps2 version of AvsT DX so
the result was GvsZ, which includes everything from AvsT DX, several new
modes, and a couple of MSs from ZZ.
If you are still confused, look at the diagram below. AEUG vs Titans was
never released in NA because GvsZ has everything AvsT has. There is no
arcade version of GvsZ, but AvsT DX is just like GvsZ, except that it doesn't
have ZZ Gundam and Qubeley Mk.II
JP = Japanese
NA = North American
FvsZ DX ----> AvsT -----------------> AvsT DX
(arcade) (arcade) (arcade)
FvsZ DX ----------------> AvsT -------------------> GvsZ
(ps2, JP) (ps2, JP) (ps2, JP)
FvsZ ---------------------------------------------> GvsZ
(ps2, NA) (ps2, NA)
==============================================================================
2. Gameplay
==============================================================================
This game is played in a 2vs2 format. You can team up with another player or
if playing alone, a cpu partner which you can give commands to. Teamwork in
this game is very important. The AI loves to gang up on 1 particular MS, so
its important to stick with your partner or don't let you ally cpu die so
easily. Keep in mind that there is friendly fire so watch where you are
shooting. Also, the AI in this game has been improved.
------------------------------------------------------------------------------
2a. How to play
------------------------------------------------------------------------------
People who have played FvsZ DX or AvsT before should have no problem with
the controls since they haven't been changed. Default buttons are in brackets.
D-pad or left analogue stick: moves your MS, pretty straight forward. There
are 8 directions you can move
N
NW l NE
\ /
W - - E
/ \
SW l SE
S
Dashing: all MSs can dash or do a quick side step in order to avoid getting
hit. To dash simply double tap the joystick to the direction you want to
dash. For example, to dash right double tap the joystick to the right You
can only dash in 4 directions: forward, left, right, and back.
Shoot (square): fires main weapon
Melee (triangle): engages in close range combat.
Jump (X): press the jump button to fly in the air. Watch out for the
boost gauge because you'll fall back to the ground when it runs
out.
To fly in a certain direction, push the direction you want to fly
using the d-pad while pressing jump.
Dashing can also be performed while in the air. To do an air
dash, do a dash while in the air and hold the d-pad the
direction you want to dash.
In zero gravity stages, pressing Jump will fly upwards. To fly
downwards, press down then press Jump.
Search (circle): to target an unit press the search button and the camera
will face towards it. Press Search again to cycle through
other enemies. When you lock-on to an enemy, the targeting
reticle will be in one of these 3 colours.
Red: means enemy is active and will take damage if hit.
Yellow: means enemy will not take damage if hit.
Green: means enemy is out of range
Command/Communicate (L1): If playing with CPU partner, you can choose 1 of
the 5 commands.
Normal: the cpu charges in and engages in battle.
Sniping: the cpu will use mostly its main weapon.
Combat: the cpu will engage in melee combat.
Back Up: the cpu will stay close to you and
attacks at the unit you are targeting.
Evasion: the cpu will avoid confrontation with the
enemy but will shoot at them once in a
while from long range.
If you are playing with a friend, pressing L1 will
tell your partner your current status.
Shoot + Melee (R1): fires sub weapon if the MS has one.
Melee + Jump (R2): special melee attack.
Shoot + Jump (L2): varies depending on MS (refer to MS list for details)
Sniping mode: hold down the Search button (circle) to engage in sniping
mode. The camera will become first-person view and you won't
be able to move your MS while in sniping mode. Only a few MSs
have sniping mode.
There is no button to push to block with the shield. To increase the chance
of blocking an attack, move so your shield face the enemy.
Transforming:
Many MSs in the game can transform into MA mode; Zeta Gundam for
example can transform into waverider.
To transform in the game, simply hold Jump(X) and dash. You have to hold
the direction you want to fly; otherwise, you'll transform back to
MS mode. Does this mean transformable MSs cannot do a normal air dash?
Wrong. You can still do a regular air dash without transforming; just don't
hold down Jump and dash at the same time.
Also, when you are in MA mode, you can control the altitude with Jump(X).
Hold Jump(X) to increase altitude and release Jump(X) to decrease altitude.
------------------------------------------------------------------------------
2b. Battle Gauge System
------------------------------------------------------------------------------
The battle gauge system is a way to balance gameplay. On the top of the
screen are 2 battle gauges, the blue one representing your side and the red
one representing the opposing side. Every unit costs a certain value. When
an unit is destroyed, its value will be subtracted from its respective battle
gauge. You win by making the enemy's battle gauge drop to zero, where as
you'll lose when your gauge reaches zero. In arcade mode, the value of the
battle gauges are like this:
1 player+cpu vs 2 cpus = 600 vs 400
2 players vs 2 cpus = 600 vs 500
In VS Battle, you have the ability to change the value of the battle gauges
in the setup screen.
One thing to keep in mind is that cpu units cost 50% less than
human-controlled units
------------------------------------------------------------------------------
2c. Radar
------------------------------------------------------------------------------
Many players under-estimate the importance of using the radar. It is useful
because you can see if the enemy is trying to sneak up behind your back.
The radar is located at the top right corner of the screen.
Blue repessents you.
Green is a friendly unit.
Red is an enemy unit.
(sent in by Leper man)
Radar in space operates a bit differenty. If the opponent's blip becomes
larger, it means he is on top of you, if the blip becomes smaller it
means he's beneath you.
------------------------------------------------------------------------------
2d. Awaken System
------------------------------------------------------------------------------
The Awaken System is slightly different to the Hyper Combination in AvsT.
Before the start of each battle, you have to choose 1 of the 3 different
types of the Awaken System: Assault, Revival, and Mobility. Underneath the
pilot name is the awaken gauge. When it is full, with the exception of
revival, double tap L1 to activate the awaken system.
Assault: (you and your ally will be covered in gold aura)
gain attack power bonus. Speed will also increase slightly. The
best benefit is that you cannot be stunned or knocked down by
weapon fire. If you connect combo attacks during this, you can deal
massive damage. Assault lasts about 10 seconds. Basically, Assault
is very similiar to Hyper Combination in AvsT.
Revival: (revived unit is covered in red aura)
when the awaken gauge is full, automatically revives whoever is
destroyed WITHOUT decreasing the battle gauge. The revived
unit will have 1/4 of its total HP and be missing certain parts (eg:
arm, leg, head). Also, for the next 10 seconds, the revived unit
will gain bonus in defense. There is a slight disadvantage to
revival, but that depends on what MS you are using. Losing a
certain body part can be a bad thing. The best example to
illustrate this is Gundam Mk.II. The first time you are revived you
lose your left arm, meaning you lose the shield and most importantly
the ability to reload. The second time you are revived (if you can
survive that far) you lose your head, which means no more vulcans,
so you are stuck with your beam sabre.
Mobility: (you and your ally will be covered in blue aura)
increase in speed. This might not be the best form of awaken, but
it also lasts the longest, almost twice as long as the other two.
In my opinion, this is only benefitial to transformable MSs since
they can fly away really quickly.
One thing to take note is that the computer can use the awaken system too.
Whenever you go against a boss character, they will activate it. It gets
kind of annoying if they use revival.
==============================================================================
3. List of MS
==============================================================================
Note: cpu controlled units cost 50% less than human-controlled units
"G" stands for ground stages and "S" stands for space stages
Tweaks were made to rebalance gameplay. In general, MSs from the one year
war are inferior to those from the Zeta era.
------------------------------------------------------------------------------
3a. AEUG
------------------------------------------------------------------------------
RGM-79R GM II
HP:420
Cost:170
Terrain: G/S
Main weapon: Beam rifle Ammo:14
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities:n/a
Commemts: Slightly improved version of GM. Beam rifle now has 14 shots.
Weakest MS from the Zeta era.
MSA-003 Nemo
HP:440
Cost:200
Terrain: G/S
Main weapon: Beam rifle Ammo: 10
Sub weapon: Vulcan Ammo: 40
Melee: Beam sabre
Shield: yes
Special abilities: n/a
Commemts: AEUG's mass production type MS. It has average overall abilities,
but not quick enough against transformable MSs. Its special melee
is very effective in making melee combos. However, do not
underestimate it because Nemo can be very dangerous in the hands
of an expert.
MSA-005 Methuss
HP:400
Cost:195
Terrain: G/S
Main weapon: Arm beam gun x2 Ammo:20
Sub weapon: Missile Ammo:3
Melee: Beam sabre
Shield: no
Special abilities: transformable
Comments: Least expensive transformable MS in the game. It has mediocre
offensive capabilities but has a surprisingly long boost gauge
(longer than most, if not, all other units).
RMS-099 Rick Dias (black)
HP:480
Cost:225
Terrain: G/S
Main weapon: Beam pistol Ammo:8
Clay bazooka Ammo:15
Sub weapon: Head vulcan Ammo:40
Melee: Beam sabre
Shield: no
Special abilities: none
Comments: slightly slower the red Rick Dias, but it is one of the best 225 MS
in the game.
RMS-099 Rick Dias (red)
HP:480
Cost:250
Terrain: G/S
Main weapon: Beam pistol Ammo:8
Clay bazooka Ammo:15
Sub weapon: Back beam pistol Ammo:8
Melee: Beam sabre
Shield: no
Special abilities: if select beam pistol as main weapon,
press Shoot+Jump(L2) to switch beam pistols when low on
ammo. The one on the back will recharge but the one you are
carrying won't.
Comments; Not a bad MS at all. Compared to the black coloured version, this
one has a better sub weapon and melee moves; and it is a bit faster.
MSK-008 Dijeh
HP:480
Cost:250
Terrain: G
Main weapon: Beam rifle Ammo:10
Clay bazooka Ammo:15
Sub weapon: Vulcan Ammo:40
Melee: Beam naginata
Shield: no
Special abilities:-Its special melee is not an attack but a defensive move .
It's a spinning beam naginata shield that blocks all types
of attacks (Gelgoog has the same move)
-It still has Gelgoog's weakness, that an attack hitting
the hand that spins the naginata will inflict damage, but
for Dijeh, chance of that happening is very rare because
Dijeh moves its hand as it spins the naginata.
-The spinning naginata also has a counter attack move which
activates whenever you block a melee weapon.
Comments: This is similiar to the red Rick Dias, but I find Dijeh's close
range attacks pretty decent, especially its air dashing melee, which
has good range.
RX-178 Gundam Mk.II
HP:500
Cost:295
Terrain: G/S
Main weapon: Beam rifle Ammo:6
Hyper bazooka Ammo:8
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities:-Press Shoot+Jump(L2) to reload main weapon. Its hyper
bazooka fires a special type of ammo that after a certain
distance the round defrags for a "shotgun like" scattering
effect.
Comments: Overall Gundam Mk.II is an ok MS, but I don't like its
reloadable main weapon. Sure you can reload anytime and don't have
to wait for it to recharge, but it's very hard to reload safely
when two opponents are ganging up on you.
RX-178+FXA-05D Super Gundam
HP:500
Cost:295
Terrain: G/S
Main weapon: Long beam rifle Ammo:1
Sub weapon: Missile x2 Ammo:6
Melee: Combat
Shield: no
Special abilities:-transformable
-the long beam rifle cannot shoot throught anything
anymore
Comments: Having the ability to shoot through anything was too cheap, so
it was good that Super Gundam can't do this anymore. Sadly, it
is not a good MS to start with. This is for expert players who like
to challenge themselves, and it's quite fun to use.
MSN-00100 Hyaku Shiki
HP:500
Cost:310
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Clay bazooka Ammo:15
Sub weapon: Vulcan Ammo:50
Melee: Beam Sabre
Shield: no
Special abilities:-clay bazooka shoots "shotgun like" scatter rounds, like
Gundam Mk.II's hyper bazooka; however, the round
defragmentates once it is fired.
-standing special melee is spinning beam sabre shield that
like the spinning beam naginata shield, blocks all types
of attacks.
-spinning beam sabre has a smaller diameter than Dijeh's
spinning beam naginata and still has the same weakness
as Gelgoog's spinning naginata
-spinning beam sabre also has a counter-attack move like
Dijeh
Comments: It is nice to see that Hyaku Shiki has been tweaked since it was
overpriced in AvsT. Overall, it has been improved, like adding a
second hit to its dashing melee. If you don't mind the weird
shooting angle, this is a decent MS.
MSZ-006 Zeta Gundam
HP:520
Cost:375
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Hyper megalauncher Ammo:3
Sub weapon: Vulcan (if select beam rifle) Ammo:40
Grenade launcher (if select hyper megalauncher) Ammo:2
Melee: Beam sabre
Shield: yes
Special abilities:-transformable
-when sabre is not drawn, its special melee turns its main
weapon into a beam sabre for a 2 hit attack.
-sniping mode available when using hyper megalauncher
Comments: Z Gundam isn't as dominating as it was in AvsT, but it is still one
of the best MSs in the game. The hyper megalauncher's recharge
rate has been increased, making it less effective to use, but it is
still very homing.
Thanks to Josh Winkcompleck: Z Gundam's shield is no longer indestructible.
MSZ-010 Double Zeta Gundam
HP:540
Cost:375
Terrain: G/S
Main weapon: Double beam rifle Ammo:16
Double beam cannon Ammo:16
Sub weapon: Hi-mega cannon Ammo:1
Melee: Hyper beam sabre
Shields: yes
Special abilities:-cannot transform due to gameplay balancing
-if all of its shields are destroyed, its dashing melee is
the double beam sabre attack. (double beam rifle only)
-standing special melee is a blocking move. (double beam
cannon only)
Comment: If ZZ Gudnam can transform, it will no doubt be one of the best
MS in the game. ZZ Gundam is the combination of Z Gundam's quickness,
Super Gundam's long beam cannon, and The O-like melee moves. However,
since it cannot transform, the hi-mega cannon is sometimes hard to
connect with. If you choose double beam cannon, its air dashing
melee reminds me of Temjin's gliding ram from Virtual On.
------------------------------------------------------------------------------
3b. EFSF
------------------------------------------------------------------------------
RGM-79(G) Land GM
HP:420
Cost:145
Terrain: G
Main weapon: Beam rifle Ammo:14
100mm machine gun Ammo:80
Sub weapon: taunt (looks back and waves its hand)
Melee: Beam sabre
Shield: yes
Special abilities: press Shoot+Jump(L2) to reload machine gun
Comments: I can't believe Land GM now costs less than Zaku I. You can now
die 4 times using this unit.
RGM-79 GM
HP:400
Cost:160
Terrain: G/S
Main weapon: Beam spray gun Ammo:15
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities: n/a
Comments: Seriously, unless you want to challenge yourself, you are not going
to use this MS.
RX-75 Guntank
HP:640
Cost:195
Terrain: G/S
Main weapon: 120mm low recoil cannon x2 Ammo:6
Sub weapon: n/a
Melee: Bob missile x2 Ammo:90
Shield: no
Special abilities:-cannot be knocked down
-sniping mode available
-zero recoil when shooting on the ground
Comments: Although its cannons have very long range, Guntank is too slow
to compete with MSs from the Zeta era.
RX-79(G) Land Gundam
HP:480
Cost:225
Terrain: G
Main weapon: Beam rifle Ammo:10
100mm machine gun Ammo:60
Rocket launcher Ammo:15
180mm cannon Ammo:20
Missile launcher Ammo:6
Sub weapon: Chest vulcan Ammo:30
Melee: Beam sabre
Shield: yes
Special abilities:-sniping mode available when using 180mm cannon
-press Shoot+Jump(L2) to reload machine gun
Comments: Land Gundam is one of the few MSs from FvsZ DX that did not have
a cost ruduction. Not the best 225 MS but has a wide weapon choice.
RX-77-2 Guncannon
HP:560
Cost:225
Terrain: G/S
Main weapon: Beam rifle Ammo:4
Sub weapon: 240mm cannon x2 Ammo:6
Melee: Combat
Shield: no
Special abilities:-sniping mode available
Comments: It is not a fast MS, but its cannons can shoot over buildings.
RX-78-2 Gundam
HP:520
Cost:310
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Hyper bazooka Ammo:15
Gundam hammer/Hyper hammer Ammo:1
Sub weapon: Vulcan Ammo:50
Melee: Beam sabre
Shield: yes
Special abilities:-when shield is completely destroyed, its dashing special
melee is the twin sabre attack
-when using gundam hammer, hold Shoot+Jump(L2) to spin
the hammer that can block all types of attack
Comments: This suit is a monster in FvsZ DX, and it still is in this game.
You may have a bit trouble keeping up with high cost transformable
MSs like Z Gundam, but Gundam is still a strong MS. It's small,
fast, and capable of standing its own in almost any situations.
------------------------------------------------------------------------------
3c. Titans
------------------------------------------------------------------------------
RMS-179 GM II
HP:420
Cost:170
Terrain: G/S
Main weapon: Beam rifle Ammo:14
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities:n/a
Commemts: same as AEUG's GM II, just different colour
RMS-106 Hizack
HP:440
Cost:195
Terrain: G/S
Main weapon: Zaku machine gun kai Ammo:140
Beam rifle Ammo:10
Sub weapon: Missile pod Ammo:6
Melee: Beam sabre (if using machine gun)
Heat hawk (if using beam rifle)
Shield: yes
Special abilities: none
Comments: After the one year war, the Federation redesigned the Zaku II and
the result is Hizack. This is not a bad MS considering its low cost,
but don't expect too much because it is not fast enough against
transformable MSs. Good thing machine gun carrying Hizacks have
missile pod now since its beam sabre blocking move was completely
useless.
RMS-106CS Hizack Custom
HP:440
Cost:195
Terrain: G/S
Main weapon: Beam launcher Ammo:10
Sub weapon: see special abilities
Melee: Beam sabre
Shield: no
Special abilities:-sniping mode available
-has an useless "blocking with beam sabre" sub weapon move
Note: To play as Hizack Custom, select Hizack and choose beam launcher.
Comments: I do not like using Hizack Custom because its beam launcher is slow.
Like Guncannon's beam rifle, the beam launcher waits a split second
before firing. The beam launcher is more powerful than Hizack's
beam rifle but in return you have to give up the shield and missile
pod, and it is not worth it.
RMS-106 Hizack (EFSF colour)
HP:440
Cost:195
Terrain: G/S
Main weapon: Zaku machine gun kai Ammo:140
Beam rifle Ammo:10
Sub weapon: Missile pod Ammo:6
Melee: Beam sabre (if using machine gun)
Heat hawk (if using beam rifle)
Shield: yes
Special abilities: none
Comments: Same as regular Hizack, but cannnot use beam launcher. In other
words, you cannot have Hizack Custom in EFSF colour. Regular Hizacks are dark
green and the EFSF versions are blue.
RMS-117 Galbaldy Beta
HP:460
Cost:200
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: Shield missile Ammo:2
Melee: Beam sabre
Shield: yes
Special abilites:-Once shield is destroyed, shield missile will be disabled.
Comments: Not a very good MS. Like Hyaku Shiki, it has an awkward shooting
angle. Also, the shield is too weak and if it gets destroyed, you
can't use missiles anymore. I would prefer using Nemo rather than
Galbaldy Beta.
RMS-154 Barzam
HP:440
Cost: 200
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: no
Special abilities:-hold Shoot to charge up the beam rifle. A charged up
beam does more damage than a regular beam.
Comments: Better than Galbaldy Beta but not as good as AEUG's counterpart
Nemo. Funny how it holds its beam sabre backwards.
RMS-108 Marasai
HP:480
Cost:225
Terrain: G/S
Main weapon: Beam rifle Ammo:30
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: yes
Special abilites:-Its beam rifle is a hybrid of a conventional beam rifle and
a machine gun. It can fire up to 3 beams in a row, but each
beam does less damage than the beam of a coventional beam
rifle.
Comments: The hybrid beam rifle maybe a strong appeal, but it is not a
practical weapon. If you use it like a machine gun, you'll run out
of ammo very quickly. If you use it like a conventional beam rifle,
one beam is way too weak. In fact this is the only long range beam
weapon in which the beams do not penetrate the MS you hit.
PMX-002 Bolinoak Sammahn
HP:480
Cost:225
Terrain: G/S
Main weapon: Beam cannon x2 Ammo:10
Sub weapon: Grenade launcher Ammo:6
Melee: Beam tomahawk
Shield: no
Special abilities:-EWAC (allows you and your ally to see the opponent's
ammo count)
Comments: Being able to see your opponent's ammo count can be a benefit when
fighting versus. However, this is one of those MSs which you can't
go trigger happy with. Overall, an OK MS.
RX-160 Byalant
HP:480
Cost:250
Terrain: G/S
Main weapon: Beam cannon Ammo:10
Sub weapon: Beam sabre strike, followed by a kick
Melee: Beam sabre
Shield: no
Special abilities:-can float in the air (hold the d-pad you want to move when
you are air borne)
Comments: Its sub weapon has insane forward range, but it has a slight delay
before launching.Being able to float in the air can be a good thing,
especially if you like to fly a lot. This is not a MS I would use
normally due to its big size.
ORX-005 Gaplant
HP:480
Cost:275
Terrain: G/S
Main weapon: Beam cannon Ammo:16
Sub weapon: Double beam cannon
Melee: Beam sabre
Shield: no
Special abilities;-transformable
-double beam cannon is basically the same weapon as beam
cannon; the difference is that you fire both of them at
the same time.
Comments: Gaplant was too strong in AvsT, so it has been nerfed slightly. It
is not as fast as it used to be, but it is a decent MS to use.
Despite the revision, it still has great "bang for the buck".
NRX-044 Asshimar
HP:520
Cost:275
Terrain: G
Main weapon: Large beam rifle Ammo:12
Sub weapon: Rapid punch
Melee: Combat
Shield: no
Special abilities:-transformable
-long distance flight is possible while in MA mode.
Comments: Asshimar's large beam rifle is quite powerful, but this is the only
weapon it has so you cannot go trigger happy. Note that the large
beam rifle knocks down any unit you hit instead of stunning them.
Although this is not a bad MS by any means, I prefer using Gaplant.
PMX-000 Messala
HP:500
Cost:275
Terrain: G/S
Main weapon: Mega particle cannon x2 Ammo:6
Sub weapon: Missile launcher x2 Ammo:6
Melee: Beam sabre
Shield: no
Special abilities:-transformable
-cannot be knocked down
-sniping mode available
Comments: This MS excels in long range battles. Its mega particle cannons
recharge very quickly, so you never run out of ammo. However, one
thing I don't like about Messala is its size. Because the camera
is placed way too low, sometimes the MS itself can unintentionally
block your view.
RX-178 Gundam Mk.II
HP:500
Cost:295
Terrain: G/S
Main weapon: Beam rifle Ammo:6
Hyper bazooka Ammo:8
Sub weapon: Vulcan Ammo:40
Melee: Beam sabre
Shield: yes
Comments: Same as AEUG's Gundam Mk.II, just different colour.
RX-139 Hambrabi
HP:520
Cost:295
Terrain: G/S
Main weapon: Arm beam cannon Ammo:10
Whip (Sea serpent) Ammo:1
Sub weapon: Back beam cannon x2 Ammo:6
Melee: Beam sabre
Shield: no
Special abilities:-transformable
-has weaker armour than other MSs in the same class
-When hitting the enemy with the whip, keep hitting Shoot
to inflict more damage
-you cannot control the direction of the whip
Comments: The whip has been tweaked. It has longer range than Gouf's whip
but you can't swing the whip like Gouf can. This is a not a bad
MS, but its armour is too weak. (Don't let the 520 HP fool you)
PMX-001 Palace Athene
HP:500
Cost:300
Terrain: G/S
Main weapon: Beam cannon x2 Ammo:16
Sub weapon: Scattering mega particle cannon x2 Ammo:6
Shield missile x4 Ammo:32
Large missile Ammo:8
Melee: Beam sabre
Shield: yes if select shield missile
Special abilities:-sniping mode available
Comments: Palace Athene has good offensive power, but in return you have to
give up some mobility.
RX-110 Gabthley
HP:480
Cost:310
Terrain: G/S
Main weapon: Feyadeen rifle Ammo:10
Sub weapon: Shoulder mega particle cannon x2 Ammo:6
Melee: Beam sabre
Shield: no
Special abilities:-transformable
-Shoulder mega particle cannons can fire at targets behind
its back
Comments: Do not underestimate Gabthley. Sure it only has 480 HP and one may
think why not use a cheaper MS like Gaplant. Gabtheley is actually
very manouverable and has very strong weapons. Its shoulder mega
particle cannons are the only weapon in this game with a 360 degree
shooting angle. It also has very decent melee attacks. Its
air special melee has been nerfed a bit, but it is still a good
attack.
NRX-055 Baund Doc
HP:540
Cost:350
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: Scattering mega particle cannon Ammo:2
Melee: Beam sabre
Shield: no
Special abilities:-transformable
-cannot be knocked down
-press L2 to transform to semi-MA mode.
Comments: One of the two MSs in the game that can transform into semi-MA mode,
the other being Gaza C. Semi-MA mode is in its MA mode but with
legs at the bottom, like the Valkyries from Macross. Personally,
I don't like using Baund Doc because it is way too big.
NRX-055 Baund Doc (grey colour)
HP:540
Cost:350
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: Scattering mega particle cannon Ammo:2
Melee: Beam sabre
Shield: no
Comments: same as regular Baund Doc, just different colour and melee attacks.
PMX-003 The-O (pronounced "gee-oh")
HP:640
Cost:375
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: see special abilities
Melee: Beam sabres
Shield: no
Special abilities:-Its sub weapon is a shield made of beam sabres. It will
hold 3 beam sabres using its left hand and the 2 arms from
its front skirts that can block all types of attacks.
-cannot be knocked down
Comments: Scirocco's personal MS. It has the highest HP and the most lethal
melee attacks in the game. Fear It. Its beam sabres shield is
actually more useful than most people think because it has auto aim.
However, a lack of a secondary weapon means you have to rely on
beam sabres when the beam rifle runs out of ammo.
MRX-009 Psyco Gundam
HP:600
Cost:340
Terrain: G
Main weapon: Scattering mega particle cannon x3 Ammo:15
Sub weapon: Hand mega particle cannon x5 Ammo:50
Melee: Combat
Shield: yes
Special abilities:-has I-field (resistant to beam based weapons, except beam
sabres)
-cannot be stunned or knocked down
-cannot dash
-press Shoot+Jump(L2) to transform into fortress mode
-fortress mode has unlimited flight
-shield is invincible
-press Melee+Jump(R2) to bring its shield to the front.
-its I-field is deactivated in MS mode, except when you
press R2
Comments: If you encounter Psycho Gundam during the game, it is best to ignore
it. It is not hard to dodge its attacks if you just stay away from
it.
MRX-010 Psyco Gundam Mk.II
HP:600
Cost: 375
Terrain: G/S
Main weapon: Scattering mega particle cannon x3 Ammo:15
Sub weapon: Long range attack x6 Ammo:48
Melee: Beam sabre/Flying punch
Shield: yes
Special abilities:-has I-field (resistant to beam based weapons, except beam
sabres)
-cannot be stunned or knocked down
-cannot dash
-press Shoot+Jump(L2) to transform into fortress mode
-fortress mode has unlimited flight
-shield is invincible
-press Melee+Jump(R2) to activate I-field in MS mode.
-its I-field is deactivated in MS mode, except when you
press R2
-to use the flying punch, hold any direction on the d-pad
and press Melee
-its reflector bits can reflect beams
Comments: Best way to deal with Psyco Gundam Mk.II is to hit and run. Since
it is very slow, try to attack it from behind as much as you can.
Its reflector bits attack and flying punch can be very annoying and
they deal a lot of damage. Ususally, I ignore it as much as I can.
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3d. Zeon
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Note: All amphibious MS can swim underwater by holding Jump(X) + dash (same
as transforming)
MS-05 Zaku I
HP:400
Cost:150
Terrain: G/S
Main weapon: Zaku machine gun Ammo:160
Zaku bazooka Ammo:18
Sub weapon: Cracker Ammo:4
Melee: Combat
Shield: no
Special abilities: n/a
Comments: Zeon's weakest MS. Always use bazooka because its machine gun is
crap.
MS-06F/J Zaku II
HP:440
Cost:155
Terrain: G/S
Main weapon: Zaku machine gun Ammo:160
Zaku bazooka Ammo:18
Magella top cannon Ammo:35
Sub weapon: Cracker Ammo:4
Missile pod Ammo:9
Melee: Heat hawk
Shield: no
Special abilities: sniping mode available when using megella top cannon
Note: If you select missile pod, main weapon will be zaku machine gun.
Comments: Zeon's mass production type MS in the early and middle stages of
the One Year War. It is inexpensive, but you get what you pay for.
MS-06S Char's Zaku II
HP:400
Cost:160
Terrain: G/S
Main weapon: Zaku machine gun Ammo:160
Zaku bazooka Ammo:18
Sub weapon: Cracker Ammo:4
Melee: Heak hawk
Shield: no
Special abilities: n/a
Comments: This MS is good in FvsZ DX, but not in this game because its paper
thin armour can barely withstand anything.
MSM-04 Acguy
HP:440
Cost:155
Terrain: G
Main weapon: Head vulcan Ammo:36
Sub weapon: Cannon Ammo:14
Melee: Claw
Shield: no
Special abilites: amphibious MS
Cpmments: I like the blue coloured version. It reminds my of Doremon.(sort of)
MS-07B Gouf
HP:480
Cost:195
Terrain: G
Main weapon: 5 chained machine gun Ammo:60
Sub weapon: Heat rod Ammo:1
Melee: Heat sabre
Shield: yes
Special abilities: change the direction of the heat rod by holding Shoot+Melee
(R1) + dash
Comments: A weak long range weapon means you have to fight short range all the
time. There are better choices out there for the same cost.
MSM-03 Gogg
HP:640
Cost:195
Terrain: G
Main weapon: Scattering mega particle cannon Ammo:2
Sub weapon: Torpedoes x2 Ammo:12
Melee: Claw
Shield: no
Special abilities: amphibious MS
Comments: This is still a good VS MS if you are fighting against non
transformable units; otherwise, you'll have a hard time keeping
up with transformable MSs.
MSM-07 Z'gok
HP:480
Cost:195
Terrain: G
Main weapon: Beam cannon Ammo:14
Sub weapon: Head rocket cannon x6 Ammo:60
Melee: Claw
Shield: no
Special abilities: amphibious MS
Comments: I would pick Hizack instead of this.
MSM-10 Zock
HP:600
Cost:195
Terrain: G
Main weapon: Mega particle cannon x4 Ammo:8
Sub weapon: Head mega particle cannon Ammo:1
Melee: Claw
Shield: no
Special abilities:-amphibious MS
-cannot be knocked down
Comments: It is too big, too slow, and has long dash recovery time.
MS-09 Dom
HP:480
Cost:200
Terrain: G
Main weapon: 360mm bazooka Ammo:12
Sub weapon: Scattering beam Ammo:1
Melee: Heat sabre
Shield: no
Special abilities: n/a
Comments: I would choose something else like Nemo, which is a better MS
overall.
MS-09R Rick Dom
HP:480
Cost:200
Terrain: S
Main weapon: 360mm bazooka Ammo:12
Sub weapon: Scattering beam Ammo:1
Melee: Heat sabre
Shield: no
Special abilities: n/a
Basically same as Dom but can only fight in space stages.
MSM-07S Char's Z'gok
HP:440
Cost:225
Terrain: G
Main weapon: Beam cannon Ammo:12
Sub weapon: Head rocket cannon x6 Ammo:54
Melee: Claw
Shield: no
Special abilities: amphibious MS
Comments: I would prefer Gelgoog instead of this.
YMS-15 Gyan
HP:520
Cost:225
Terrain: G/S
Main weapon: Needle missiles x5 Ammo:10
Sub weapon: Hide bomb x5 Ammo:10
Melee: Beam sabre
Shield: yes
Special abilities:-if shield is destroyed, both main and sub weapons will be
disabled
Comments: You can't depend solely on sword fighting in this game.The missiles
do pathetic damage and the hide bombs are useless. It's even worse
if your shield gets destroyed.
MS-14A Gelgoog
HP:500
Cost:225
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: Spinning beam naginata
Melee: Beam naginata
Shield: yes
Special abilites:-Spinning beam naginata can block all types of attacks.
Comments: I think few people will use this MS since most players will
pick black Rick Dias or Land Gundam instead, but it is still an ok
suit.
MSN-02 Zeong
HP:520
Cost:300
Terrain: S
Main weapon: Hand mega particle cannon x5 Ammo:30
Sub weapon: Psycommu attack
Melee: Head mega particle cannon Ammo:1
Shield: no
Special abilities:-Psycommu attack uses main weapons's ammo
-cannot be knocked down
Comments: Zeong is only good at long range battles, but its weapons can run
out of ammo quickly.
MS-14S Char's Gelgoog
HP:480
Cost:310
Terrain: G/S
Main weapon: Beam rifle Ammo:10
Sub weapon: Spinning beam naginata
Melee: Beam naginata
Shield: yes
Special abilities:-Spinning beam naginata can block all types of attacks.
Comments: Char's Gelgoog is not as good as it is in FvsZ DX because of its
weak armour. Most of the time 2 hits will take out most of your HP.
AMX-004 Qubeley
HP:480
Cost:375
Terrain: G/S
Main weapon: Beam gun Ammo:12
Sub weapon: Funnels (max 10 funnels) Ammo:20
Melee: Beam sabre
Shield: no
Special abilities:-3 types of funnel attack
Shoot+Melee(R1) = releases 1 funnel that flies towards and
shoots at the enemy
Melee+Jump(R2) = releases 1 funnel in front of you and
shoots at the enemy when you fire your
main weapon
Shoot+Jump(L2) = same as R1 but releases all of your
funnels instead of just 1.
Comments: Qubeley is a hard to use MS, but if you learn to use its funnels
effectively, Qubeley can be very powerful. I usually use both
R1 and R2, never L2 because I prefer having the funnels attack both
enemy units instead of just one. You can never go trigger happy
otherwise you'll run out of ammo very quickly. Also, I find that
Qubeley's melee moves aren't that great, despite being a very high
cost MS.
AMX-004 Qubeley Mk.II
HP:480
Cost:375
Terrain: G/S
Main weapon: Beam gun Ammo:12
Sub weapon: Funnels (max 10 funnels) Ammo:20
Melee: Beam sabre
Shield: no
Special abilities:-3 types of funnel attack
Shoot+Melee(R1) = releases 1 funnel that flies towards and
shoots at the enemy
Melee+Jump(R2) = releases 1 funnel that'll remain its
position and open fire when you shoot
your main weapon
Shoot+Jump(L2) = same as R1 but releases all of your
funnels instead of just 1.
Comments: Qubeley Mk.II is very similiar to Qubeley. It gets a better
looking beam sabre and different melee attacks, which I find them
better than Qubeley's close range attacks. Despite how cool it
looks, L2 is useless and will only waste your ammo.
AMX-003 Gaza C
HP:400
Cost:195
Terrain: G/S
Main weapon: Knuckle buster Ammo:8
Sub weapon: Back beam cannon x2 Ammo:20
Melee: Beam sabre
Shield: no
Special abilities:-transformable
-press L2 to transformble into semi-MA mode.
-in order to transform into MA mode, you must be in semi-MA
mode. In other words, you cannot go from MS to MA mode
directly.
-cannot be knocked down in semi-MA mode
Comments: A decent MS despite its low cost. This is a good pick if your
ally is using a 375 MS.
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3e. Tier List
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The rankings are based on my experince playing this game. Since everybody
has his or her opinions, please don't email me telling me this MS should be
ranked higher or that MS should be lower in the rankings.
Tier 1: Best of the best, with no or minimal drawbacks